Neverwinter Nights Forum News
Posted Friday, July 23, 2004 - 20:48 CET by chevalier
Here are today's BioWare forum highlights, collected by NWVault. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
JayWatamaniuk, Community Manager
21 Jul 2004 - NWN CEP Race Profile - The Wemic
I actually ran into the problem that when I change there skin, hair or tatoo colors the bottom half turns silver. If you go ahead and make the change it still works just fine. I never had a problem with changing the clothing however although I may have gotten the same silver thing happening but I ignored it and went about changing the armor and so on without a problem. The files were meant to make using the Wemic easier for players who are obvuiously not quite at the technical level you folks seem to be. We want people using the CEP because it darn cool and using the new Wemic race is a part of that.
Robin Mayne, Webmaster
21 Jul 2004 - NWN CEP Race Profile - The Wemic
The self installer the only files that work are the monk, bard, druid, and rogue. The rest are bunk. Zip file works fine though.
Hey Kalinaar, The initial self installer did indeed have a problem (the character file names were too long), a new one was uploaded shortly after your post correcting the problem. The original installer used character names using this pattern:
"wemic_female_xxxxxx.bic" or "wemic_male_xxxxxx.bic" which were renamed in the new installer to this pattern:
"wemic_f_xxxxxx.bic" or "wemic_m_xxxxxx.bic"These files are located in the "localvault" directory of your NWN install folder.
Portraits added to NWN... how ?
went to unforgotten realms and found some nice portraint a want to use in single player NWN.. site says to download - extract . got that part then add to NWN/Portraints ... i cant see any folder anyplace named portraints . so i extracked all to a file i called portraits . now how do i get then new portraint to work in NWN OC , XP-1,XP-2 ??
Importing your custom portrait is easy to do. Simply copy the portraits into your 'portraits' directory where you have installed Neverwinter Nights. (Default location is "C: \NeverwinterNights \NWN \portraits") . You can find additional custom portrait info here: Creating and Importing Custom Portraits
More:
when i do so only folder s are like .. Ambient , Data , Database .. only folder starting with P is Patch
That is odd... I would just suggest creating a new folder named "portraits", that should solve your problem.
Georg Zoeller, Designer
Techincal Issues
Thanks, what you suggested was not quite what I needed, but it gave me the clue I needed to find the real solution and I am grateful. Basically, it looks like I can transfer quest files from one Temp0 folder to another and move the quests created by the Quest or Plot Wizard with them, then save and get them into the new module. To be safe I will likely import the conversations as well but may test a quest out just to see how it works first.
Hey, you should not copy all files over from temp0, as you would just copy over the corrupted as well. In any case, if you notice any 0 byte files, especially if they are .itp files, do NOT copy those over, as they tend to be the ones causing corrupted modules to crash. NWN is written in Microsoft Visual C++, the Toolset is Written in Borland C++ Builder.
More:
A couple of things to note, don't know if these have been mentioned yet. 1) I remember reading somewhere that having a module open in the Toolset and the Game at the same time is a very, very bad idea, as they will read and write to the same memory space without regard for one another --
Windows memory allocation doesn't work that way, again, you don't specify which blocks of memory you want to read or write, you allocate memory from the OS and it assigns free memoryblocks to each application space, so no, unless you manually open another apps memory space (i.e. when writing trainers and such), this does not happen and toolset and game certainly don't share memory space.
2) While the Toolset backup generally works well, do not rely on it alone. Even if you are careful, the Toolset may crash unexpectedly (for me, this happens when I am several 'levels' deep into the interface -- say, editing a script from within a conversation by opening it from a creature properties screen, or editing an item in a creature's inventory). I make backups every 10 to 30 minutes, and have a version scheme; I just delete all but the most recent 5 or so versions. I also backup my work on another machine, although much less frequently than I probably should.
You will never hear me argue about making additional backups, the more the better. More important to avoid corruption: When the toolset crashes it's safer to revert to a backup than trying to recover.
Crafting System Info
Patch 1.63 has the potential to make 2da caching into variables irrelevant, I did some tests a couple of minutes ago and it looks to me that the changes that were done on the resource management system have significantly sped up the scripting language access to .2da files - so you shouldn't invest too much time in doing that. (Note that this improvement may be dependent on the amount of RAM you have available on your machine )